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|- | |- | ||
| || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost ||OK | | || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost ||OK | ||
|- | |- | ||
| || ai2_chump|| (null)|| creates a chump||OK | | || ai2_chump|| (null)|| creates a chump||OK | ||
|- | |- | ||
| || | | || ai2_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player||OK | ||
|- | |- | ||
| || | | || ai2_debug_makesound|| || ||OK | ||
|- | |- | ||
| || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm ||OK | | || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm ||OK | ||
|- | |- | ||
| || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path ||OK | | || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path ||OK | ||
|- | |||
| || ai2_findconnections|| || ||OK | |||
|- | |- | ||
| || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player ||OK | | || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player ||OK | ||
| Line 53: | Line 53: | ||
|- | |- | ||
| || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | | || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | ||
|- | |||
| || ai2_pathdebugsquare|| || ||OK | |||
|- | |||
| || ai2_printbnvindex|| || ||OK | |||
|- | |||
| || ai2_report|| || ||OK | |||
|- | |||
| || ai2_report_verbose|| || ||OK | |||
|- | |- | ||
| || ai2_reset|| reset_player:int|| resets AI as if start of level ||OK | | || ai2_reset|| reset_player:int|| resets AI as if start of level ||OK | ||
|- | |||
| || ai2_set_handlesilent_error|| || ||OK | |||
|- | |||
| || ai2_set_logerror|| || ||OK | |||
|- | |||
| || ai2_set_reporterror|| || ||OK | |||
|- | |- | ||
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string|| sets the alert state of an AI ||OK | | || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string|| sets the alert state of an AI ||OK | ||
| Line 61: | Line 75: | ||
|- | |- | ||
| || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string|| sets an AI's current movement mode ||OK | | || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string|| sets an AI's current movement mode ||OK | ||
|- | |||
| || ai2_showmem|| || ||OK | |||
|- | |||
| || ai2_skill_bestangle|| || ||OK | |||
|- | |||
| || ai2_skill_decay|| || ||OK | |||
|- | |||
| || ai2_skill_delaymax|| || ||OK | |||
|- | |||
| || ai2_skill_delaymin|| || ||OK | |||
|- | |||
| || ai2_skill_error|| || ||OK | |||
|- | |||
| || ai2_skill_inaccuracy|| || ||OK | |||
|- | |||
| || ai2_skill_recoil|| || ||OK | |||
|- | |||
| || ai2_skill_revert|| || ||OK | |||
|- | |||
| || ai2_skill_save|| || ||OK | |||
|- | |||
| || ai2_skill_select|| || ||OK | |||
|- | |||
| || ai2_skill_show|| || ||OK | |||
|- | |- | ||
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")|| creates and starts an AI from a character object ||OK | | || ai2_spawn|| ai_name:string<br>force_spawn:string("force")|| creates and starts an AI from a character object ||OK | ||
| Line 70: | Line 108: | ||
| || ai2_tripalarm|| || alarm_id:int ai_name:string script_id:int ||OK | | || ai2_tripalarm|| || alarm_id:int ai_name:string script_id:int ||OK | ||
|- | |- | ||
| || begin_cutscene|| | | || begin_cutscene||string flag|| begins a cutscene ||OK | ||
|- | |- | ||
| || bind|| input_name:string<br>to:string("to")<br>input_function:string|| binds an input to a function ||OK | | || bind|| input_name:string<br>to:string("to")<br>input_function:string|| binds an input to a function ||OK | ||
| Line 84: | Line 122: | ||
| || chr_create|| script_id:int<br>start_create:string<br>("start")<br>|| creates a character from an ID of the AISA file ||OK | | || chr_create|| script_id:int<br>start_create:string<br>("start")<br>|| creates a character from an ID of the AISA file ||OK | ||
|- | |- | ||
| || | | || chr_death_lock||1. string ai_name<br>OR int script_id<br>2. int on_off||Locks final death transition for character '''ai_name'''/'''script_id''' if '''on_off'''=1, unlocks it if '''on_off'''=0||OK | ||
|- | |- | ||
| || chr_delete|| ai_name:string<br>script_id:int|| deletes a character ||OK | | || chr_delete|| ai_name:string<br>script_id:int|| deletes a character ||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_disarm|| chr_index:int|| disarms a character or everyone||OK | | || chr_disarm|| chr_index:int|| disarms a character or everyone||OK | ||
|- | |||
| || chr_display_combat_stats|| || || | |||
|- | |- | ||
| || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character||OK | | || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character||OK | ||
|-bgcolor="silver" | |||
| || chr_draw_dot|| || || | |||
|- | |- | ||
| || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>|| plays an environment animation on a character ||OK | | || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>|| plays an environment animation on a character ||OK | ||
| Line 116: | Line 158: | ||
| || chr_has_lsi|| ai_name:string<br>script_id:int|| records that the character has the lsi ||OK | | || chr_has_lsi|| ai_name:string<br>script_id:int|| records that the character has the lsi ||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_health|| chr_index | | || chr_health||1. int chr_index<br>2. int hit_points|| sets character's health ||OK | ||
|- | |- | ||
| || chr_holdkey|| ai_name:string<br>script_id:int<br>key_name:string<br>num_frames:int|| forces a character to hold a key down for some frames||OK | | || chr_holdkey|| ai_name:string<br>script_id:int<br>key_name:string<br>num_frames:int|| forces a character to hold a key down for some frames||OK | ||
| Line 133: | Line 175: | ||
|- | |- | ||
| || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active ||OK | | || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active ||OK | ||
|-bgcolor="silver" | |||
| || chr_main_class|| || || | |||
|- | |- | ||
| || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | | || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | ||
| Line 145: | Line 189: | ||
|- | |- | ||
| || chr_playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete||OK | | || chr_playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete||OK | ||
|- | |||
| || chr_playback_debug|| || || | |||
|- | |- | ||
| || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int|| slowly poisons a character ||OK | | || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int|| slowly poisons a character ||OK | ||
|-bgcolor="silver" | |||
| || chr_set_class|| || || | |||
|- | |- | ||
| || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int|| sets a characters health by script id ||OK | | || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int|| sets a characters health by script id ||OK | ||
| Line 179: | Line 227: | ||
|- | |- | ||
| || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune ||OK | | || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune ||OK | ||
|-bgcolor="silver" | |||
| || chr_who|| || || | |||
|- | |- | ||
| || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool|| start the display of a cinematic insert ||OK | | || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool|| start the display of a cinematic insert ||OK | ||
| Line 205: | Line 255: | ||
|- | |- | ||
| || cm_wait|| (null)|| makes the camera wait until it is no longer busy ||OK | | || cm_wait|| (null)|| makes the camera wait until it is no longer busy ||OK | ||
|-bgcolor="silver" | |||
| || co_show_all|| || || | |||
|-bgcolor="silver" | |||
| || co_toggle_text|| || || | |||
|- | |- | ||
| || console_activate|| console_id:int|| activates a console ||OK | | || console_activate|| console_id:int|| activates a console ||OK | ||
|- | |- | ||
| || console_deactivate|| console_id:int|| deactivates a console ||OK | | || console_deactivate|| console_id:int|| deactivates a console ||OK | ||
|-bgcolor="silver" | |||
| || console_print|| || || | |||
|- | |- | ||
| || console_reset|| console_id:int|| resets a console to initial state ||OK | | || console_reset|| console_id:int|| resets a console to initial state ||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || corpse_reset|| (null)|| resets corpses to their initial state ||OK | | || corpse_reset|| (null)|| resets corpses to their initial state ||OK | ||
|-bgcolor="silver" | |||
| || crash|| || || | |||
|- | |- | ||
| || cutscene_sync|| (null)|| marks a point in a cutscene ||OK | | || cutscene_sync|| (null)|| marks a point in a cutscene ||OK | ||
|-bgcolor="silver" | |||
| || debug_env_anim|| || || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level ||OK | | || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level ||OK | ||
| Line 235: | Line 295: | ||
|- | |- | ||
| || door_unlock|| door_id:int|| unlocks a door ||OK | | || door_unlock|| door_id:int|| unlocks a door ||OK | ||
|- | |||
| || dprint|| || || | |||
|- | |||
| || dump_docs|| || || | |||
|- | |- | ||
| || end_cutscene|| (null)|| ends a cutscene ||OK | | || end_cutscene|| (null)|| ends a cutscene ||OK | ||
| Line 261: | Line 325: | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || fall_front|| (null)|| makes the player character fall front ||OK | | || fall_front|| (null)|| makes the player character fall front ||OK | ||
|-bgcolor="silver" | |||
| || flag_view_prefix|| || || | |||
|- | |- | ||
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character ||OK | | || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character ||OK | ||
| Line 273: | Line 339: | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || gs_fov_set|| fov_degrees:float|| sets the field of view ||OK | | || gs_fov_set|| fov_degrees:float|| sets the field of view ||OK | ||
|-bgcolor="silver" | |||
| || hang|| || || | |||
|- | |- | ||
| || input|| on_off:int(0 1)|| turns input on or off ||OK | | || input|| on_off:int(0 1)|| turns input on or off ||OK | ||
| Line 283: | Line 351: | ||
|- | |- | ||
| || lose|| (null)|| lose this level ||OK | | || lose|| (null)|| lose this level ||OK | ||
|-bgcolor="silver" | |||
| || m3_display_list|| || || | |||
|-bgcolor="silver" | |||
| || m3_display_set|| || || | |||
|-bgcolor="silver" | |||
| || m3_draw_engine_set|| || || | |||
|-bgcolor="silver" | |||
| || m3_engine_set|| || || | |||
|-bgcolor="silver" | |||
| || m3_geom_engine_set|| || || | |||
|-bgcolor="silver" | |||
| || m3_quality_set|| || || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || make_corpse|| corpse_name:string|| makes a corpse||OK | | || make_corpse|| corpse_name:string|| makes a corpse||OK | ||
| Line 307: | Line 387: | ||
|- | |- | ||
| || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page ||OK | | || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page ||OK | ||
|- | |||
| || p3_callevent|| || || | |||
|- | |||
| || p3_count|| || || | |||
|- | |||
| || p3_daodan_disable|| || || | |||
|- | |||
| || p3_dumpparticles|| || || | |||
|- | |||
| || p3_killall|| || || | |||
|- | |||
| || p3_killnearest|| || || | |||
|- | |||
| || p3_printtags|| || || | |||
|- | |- | ||
| || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire ||OK | | || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire ||OK | ||
|- | |||
| || p3_spawn|| || || | |||
|- | |||
| || p3_startall|| || || | |||
|- | |||
| || p3_stopall|| || || | |||
|- | |||
| || p3_writeusedparticles|| || || | |||
|- | |||
| || particle|| || || | |||
|- | |||
| || particle_temp_kill|| || || | |||
|- | |||
| || particle_temp_start|| || || | |||
|- | |||
| || particle_temp_stop|| || || | |||
|-bgcolor="silver" | |||
| || perf_prefix|| || || | |||
|- | |||
| || ph_status|| || || | |||
|- | |- | ||
| || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film ||OK | | || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film ||OK | ||
|- | |- | ||
| || playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete ||OK | | || playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete ||OK | ||
|- | |||
| || playback_debug|| || || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || powerup_reset|| (null)|| resets all placed powerups to their starting points ||OK | | || powerup_reset|| (null)|| resets all placed powerups to their starting points ||OK | ||
|- | |- | ||
| || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup ||OK | | || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup ||OK | ||
|-bgcolor="silver" | |||
| || print_state|| || || | |||
|-bgcolor="silver" | |||
| || print_type|| || || | |||
|- | |- | ||
| || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK | | || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK | ||
| Line 323: | Line 443: | ||
|- | |- | ||
| || save_game|| save_point:int<br>type:string("autosave")|| saves the game ||OK | | || save_game|| save_point:int<br>type:string("autosave")|| saves the game ||OK | ||
|-bgcolor="silver" | |||
| || sc_focus|| || || | |||
|- | |||
| || script_reload|| || || | |||
|- | |- | ||
| || slowmo|| duration:int|| starts the slowmotion timer ||OK | | || slowmo|| duration:int|| starts the slowmotion timer ||OK | ||
| Line 339: | Line 463: | ||
|- | |- | ||
| || sound_impulse_play|| name:string<br>volume:float|| function plays an impulse sound ||OK | | || sound_impulse_play|| name:string<br>volume:float|| function plays an impulse sound ||OK | ||
|- | |||
| || sound_list_broken_links|| || || | |||
|- | |- | ||
| || sound_music_start|| name:string<br>volume:float|| function to start music playing ||OK | | || sound_music_start|| name:string<br>volume:float|| function to start music playing ||OK | ||
| Line 351: | Line 477: | ||
|- | |- | ||
| || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag ||OK | | || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag ||OK | ||
|- | |||
| || text_console|| || || | |||
|- | |- | ||
| || timer_start|| duration:float<br>script:string|| starts the countdown timer ||OK | | || timer_start|| duration:float<br>script:string|| starts the countdown timer ||OK | ||
|- | |- | ||
| || timer_stop|| (null)|| stops the countdown timer ||OK | | || timer_stop|| (null)|| stops the countdown timer ||OK | ||
|- | |||
| || tr_stop_lookup|| || || | |||
|- | |||
| || tr_write_animation|| || || | |||
|- | |||
| || tr_write_collection|| || || | |||
|- | |||
| || tr_write_lookup|| || || | |||
|- | |- | ||
| || trig_activate|| trigger_id:int|| activates a trigger ||OK | | || trig_activate|| trigger_id:int|| activates a trigger ||OK | ||
| Line 403: | Line 539: | ||
|- | |- | ||
| || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon ||OK | | || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon ||OK | ||
|- | |||
| || where|| || || | |||
|- | |||
| || who|| || || | |||
|- | |- | ||
| || win|| (null)|| win this level ||OK | | || win|| (null)|| win this level ||OK | ||
|} | |} | ||
Revision as of 09:17, 12 July 2006
| Type | Name | Arguments | Comment | Tested |
|---|---|---|---|---|
| ai2_active | ai_name:string script_id:int |
forces an AI into active mode | OK | |
| ai2_allpassive | passive:int (0 1) |
stops all AIs from thinking for themselves | OK | |
| ai2_attack | ai_name:string script_id:int target_name:string target_script_id:int |
forces an AI to attack another character | OK | |
| ai2_barabbas_retrievegun | ai_name:string script_id:int |
makes barabbas retrieve his gun if it is lost | OK | |
| ai2_chump | (null) | creates a chump | OK | |
| ai2_comehere | ai_name:string script_id:int |
tells an AI to come to the player | OK | |
| ai2_debug_makesound | OK | |||
| ai2_doalarm | ai_name:string script_id:int console_id:int |
tells an AI to run for an alarm | OK | |
| ai2_dopath | ai_name:string script_id:int path_name:string |
tells an AI to run a particular path | OK | |
| ai2_findconnections | OK | |||
| ai2_followme | ai_name:string script_id:int |
tells an AI to follow the player | OK | |
| ai2_forget | ai_name:string script_id:int forget_char:string |
makes one or all AIs forget they saw anything | OK | |
| ai2_idle | ai_name:string script_id:int |
tells an AI to become idle | OK | |
| ai2_inactive | ai_name:string script_id:int |
forces an AI into inactive mode | OK | |
| ai2_kill | param1:string param2:string |
kills one or more AIs | OK | |
| ai2_lookatchar | ai_name:string script_id:int ai_name:string script_id:int |
tells an AI to look at a character | OK | |
| ai2_lookatme | ai_name:string script_id:int |
tells an AI to look at the player | OK | |
| ai2_makeaware | ai_name:string script_id:int target_name:string target_script_id:int |
makes an AI aware of another character | OK | |
| ai2_makeblind | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI blind | OK | |
| ai2_makedeaf | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI deaf | OK | |
| ai2_makeignoreplayer | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI ignore the player | OK | |
| ai2_movetoflag | ai_name:string script_id:int flag_id:int setfacing:string("setfacing") |
tells an AI to move to a flag | OK | |
| ai2_neutralbehavior | ai_name:string script_id:int behavior:string |
sets up an AI's neutral | OK | |
| ai2_noncombatant | ai_name:string script_id:int non_combatant:int(0 1) |
sets or clears an AI's non | OK | |
| ai2_panic | ai_name:string script_id:int timer:int |
makes an AI panic or not panic | OK | |
| ai2_passive | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
| ai2_pathdebugsquare | OK | |||
| ai2_printbnvindex | OK | |||
| ai2_report | OK | |||
| ai2_report_verbose | OK | |||
| ai2_reset | reset_player:int | resets AI as if start of level | OK | |
| ai2_set_handlesilent_error | OK | |||
| ai2_set_logerror | OK | |||
| ai2_set_reporterror | OK | |||
| ai2_setalert | ai_name:string script_id:int alert:string |
sets the alert state of an AI | OK | |
| ai2_setjobstate | ai_name:string script_id:int |
tells an AI to take its current state as its job | OK | |
| ai2_setmovementmode | ai_name:string script_id:int mode:string |
sets an AI's current movement mode | OK | |
| ai2_showmem | OK | |||
| ai2_skill_bestangle | OK | |||
| ai2_skill_decay | OK | |||
| ai2_skill_delaymax | OK | |||
| ai2_skill_delaymin | OK | |||
| ai2_skill_error | OK | |||
| ai2_skill_inaccuracy | OK | |||
| ai2_skill_recoil | OK | |||
| ai2_skill_revert | OK | |||
| ai2_skill_save | OK | |||
| ai2_skill_select | OK | |||
| ai2_skill_show | OK | |||
| ai2_spawn | ai_name:string force_spawn:string("force") |
creates and starts an AI from a character object | OK | |
| ai2_spawnall | (null) | spawns all AI, even those not initially present | OK | |
| ai2_takecontrol | on_off:int (0 1) |
makes the AI movement system take control of the player | OK | |
| ai2_tripalarm | alarm_id:int ai_name:string script_id:int | OK | ||
| begin_cutscene | string flag | begins a cutscene | OK | |
| bind | input_name:string to:string("to") input_function:string |
binds an input to a function | OK | |
| chr_animate | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character | OK | |
| chr_animate_block | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character and blocks until done | OK | |
| chr_boss_shield | ai_name:string script_id:int |
turns on the boss shield for a character | OK | |
| chr_changeteam | ai_name:string script_id:int team_name:string |
changes a character's team | OK | |
| chr_create | script_id:int start_create:string ("start") |
creates a character from an ID of the AISA file | OK | |
| chr_death_lock | 1. string ai_name OR int script_id 2. int on_off |
Locks final death transition for character ai_name/script_id if on_off=1, unlocks it if on_off=0 | OK | |
| chr_delete | ai_name:string script_id:int |
deletes a character | OK | |
| chr_disarm | chr_index:int | disarms a character or everyone | OK | |
| chr_display_combat_stats | ||||
| chr_dontaim | ai_name:string script_id:int on_off:int(0 1) |
disables the weapon variant for a character | OK | |
| chr_draw_dot | ||||
| chr_envanim | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character | OK | |
| chr_envanim_block | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character and blocks | OK | |
| chr_envanim_stop | ai_name:string script_id:int |
stops any environment animation on a character | OK | |
| chr_facetoflag | ai_name:string script_id:int flag_id:int |
snaps a character's facing to a flag's facing | OK | |
| chr_focus | chr_index:int | Selects what character to control | OK | |
| chr_forceholster | ai_name:string script_id:int holster:int(0 1) force_draw:int(0 1) |
forces a character to holster their weapon | OK | |
| chr_freeze | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
| chr_full_health | ai_name:string script_id:int |
sets a characters health to full by script id | OK | |
| chr_givepowerup | ai_name:string script_id:int powerup:string amount:int |
gives a character a powerup | OK | |
| chr_giveweapon | ai_name:string script_id:int weapon_name:string |
gives a character a new weapon | OK | |
| chr_has_empty_weapon | ai_name:string script_id:int |
returns if this character is holding a weapon that is empty | OK | |
| chr_has_lsi | ai_name:string script_id:int |
records that the character has the lsi | OK | |
| chr_health | 1. int chr_index 2. int hit_points |
sets character's health | OK | |
| chr_holdkey | ai_name:string script_id:int key_name:string num_frames:int |
forces a character to hold a key down for some frames | OK | |
| chr_inv_reset | ai_name:string script_id:int |
clears a characters inventory | OK | |
| chr_invincible | ai_name:string script_id:int on_off:int(0 1) |
makes a character invincible | OK | |
| chr_is_player | ai_name:string script_id:int |
returns if this character is the player | OK | |
| chr_kill_all_ai | (null) | kills all the AI | OK | |
| chr_location | chr_index:int loc_x:float loc_y:float loc_z:float |
Sets the location of any character | OK | |
| chr_location_settocamera | chr_index:int | Sets the location of any character to the camera location | OK | |
| chr_lock_active | ai_name:string script_id:int |
locks the character active | OK | |
| chr_main_class | ||||
| chr_neutral | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
| chr_nocollision | ai_name:string script_id:int on_off:int(0 1) |
disables collision for a character | OK | |
| chr_pain | ai_name:string script_id:int pain_type:string |
forces a character to play a pain sound | OK | |
| chr_peace | ai_name:string script_id:int |
turns off fight mode | OK | |
| chr_playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | OK | |
| chr_playback_block | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film and blocks until complete | OK | |
| chr_playback_debug | ||||
| chr_poison | ai_name:string script_id:int damage:int interval:int initial_interval:int |
slowly poisons a character | OK | |
| chr_set_class | ||||
| chr_set_health | ai_name:string script_id:int hit_points:int |
sets a characters health by script id | OK | |
| chr_shadow | ai_name:string script_id:int on_off:int(0 1) |
turns of the shadow for this character | OK | |
| chr_super | ai_name:string script_id:int super_amount:float |
set's a character's super value | OK | |
| chr_talk | ai_name:string script_id:int sound_name:string pre_pause:int post_pause:int priority:string |
causes a character to play a line of dialogue | OK | |
| chr_teleport | ai_name:string script_id:int flag_id:int |
teleports a character to a flag | OK | |
| chr_ultra_mode | ai_name:string script_id:int on_off:int(0 1) |
enables ultra mode for a character | OK | |
| chr_unkillable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unkillable | OK | |
| chr_unlock_active | ai_name:string script_id:int |
unlocks the character active | OK | |
| chr_unstoppable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unstoppable | OK | |
| chr_vocalize | ai_name:string script_id:int type:string |
makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle) | OK | |
| chr_wait_animation | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation | OK | |
| chr_wait_animstate | ai_name:string script_id:int anim_name:string |
waits for a character to reach a specific animation state | OK | |
| chr_wait_animtype | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation type | OK | |
| chr_wait_health | ai_name:string script_id:int health_amount:float |
waits until a character's health falls below a value | OK | |
| chr_weapon | chr_index:int weapon_name:string weapon_num:int |
sets the weapon for a give character | OK | |
| chr_weapon_immune | ai_name:string script_id:int |
makes a character weapon immune | OK | |
| chr_who | ||||
| cinematic_start | bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool |
start the display of a cinematic insert | OK | |
| cinematic_stop | bitmap_name:string end:int velocity:float |
stop the display of a cinematic insert | OK | |
| cm_anim | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
| cm_anim_block | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
| cm_barabus | ai_name:string script_id:int away:float up:float time:int |
special camera for barabus | OK | |
| cm_detach | (null) | detaches the camera | OK | |
| cm_interpolate | cam_name:string num_frames:int |
initiates a camera interpolation | OK | |
| cm_interpolate_block | anim_name:string num_frames:int |
initiates a camera interpolation | OK | |
| cm_jello | mode:int (0 1) |
toggles camera Jello(tm) mode | OK | |
| cm_orbit | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
| cm_orbit_block | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
| cm_reset | maxspeed:float maxFocalAccel:float |
resets the camera | OK | |
| cm_wait | (null) | makes the camera wait until it is no longer busy | OK | |
| co_show_all | ||||
| co_toggle_text | ||||
| console_activate | console_id:int | activates a console | OK | |
| console_deactivate | console_id:int | deactivates a console | OK | |
| console_print | ||||
| console_reset | console_id:int | resets a console to initial state | OK | |
| corpse_reset | (null) | resets corpses to their initial state | OK | |
| crash | ||||
| cutscene_sync | (null) | marks a point in a cutscene | OK | |
| debug_env_anim | ||||
| diary_page_unlock | page:int | unlocks a specific diary page on the current level | OK | |
| did_kill_griffen | (null) | returns if we did kill griffen | OK | |
| difficulty | (null) | returns the difficulty level | OK | |
| dmsg | astring:string | debugging message | OK | |
| door_close | door_id:int | closes a door (may not stay open) | OK | |
| door_jam | door_id:int | jams a door in its current state | OK | |
| door_lock | door_id:int | locks a door | OK | |
| door_open | door_id:int | opens a door (may not stay open) | OK | |
| door_unjam | door_id:int | unjams a door so characters can open it | OK | |
| door_unlock | door_id:int | unlocks a door | OK | |
| dprint | ||||
| dump_docs | ||||
| end_cutscene | (null) | ends a cutscene | OK | |
| env_anim | obj_id:int obj_id:int |
initiates an environment animation for an object | OK | |
| env_anim_block | obj_id:int obj_id:int |
initiates an environment animation: blocks until completed | OK | |
| env_broken | gq_ref:int gq_endref:int |
computes the number of objects in a range that have all their glass broken | OK | |
| env_setanim | obj_id:int object_name:string |
sets up an animation for an object | OK | |
| env_setanim_block | obj_id:int object_name:string |
sets up an animation: blocks until completed | OK | |
| env_shade | gq_ref:int gq_ref:int r:float g:float b:float |
sets the shade of a block of objects | OK | |
| env_show | gq_ref:int on_off:int(0 1) |
turns on or off specified parts of the environment | OK | |
| env_texswap | gq_start:int tex_name:string |
swaps an environment texture | OK | |
| fade_in | ticks:int | fades the screen in | OK | |
| fade_out | r:float r:int g:float g:int b:float b:int ticks:int |
fades the screen out | OK | |
| fall_back | (null) | makes the player character fall back | OK | |
| fall_front | (null) | makes the player character fall front | OK | |
| flag_view_prefix | ||||
| give_powerup | powerup_name:string amount:int character:int |
Gives a powerup to a character | OK | |
| gl_fog_end_changeto | end_val:float frames:int |
changes the fog end distance smoothly | OK | |
| gl_fog_start_changeto | start_val:float frames:int |
changes the fog start distance smoothly | OK | |
| goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | OK | |
| gs_farclipplane_set | plane:float | sets the far clipping plane | OK | |
| gs_fov_set | fov_degrees:float | sets the field of view | OK | |
| hang | ||||
| input | on_off:int(0 1) | turns input on or off | OK | |
| killed_griffen | murder:bool | sets if we killed griffen | OK | |
| letterbox | start_stop:int(0 1) | starts or stops letterboxing | OK | |
| lock_keys | key_name:string | locks keys out | OK | |
| lose | (null) | lose this level | OK | |
| m3_display_list | ||||
| m3_display_set | ||||
| m3_draw_engine_set | ||||
| m3_engine_set | ||||
| m3_geom_engine_set | ||||
| m3_quality_set | ||||
| make_corpse | corpse_name:string | makes a corpse | OK | |
| message | message:string timer:int |
sends a message from the subtitle file | OK | |
| message_remove | message:string | removes a currently displayed message | OK | |
| movie_play | name:string | function to start a movie playing | OK | |
| obj_create | obj_id:int obj_id:int |
creates a range of objects | OK | |
| obj_force_draw | obj_id:int obj_id:int |
locks an object as visible | OK | |
| obj_hide | obj_id:int obj_id:int |
hides an object | OK | |
| obj_kill | obj_id:int obj_id:int |
kills a range of object | OK | |
| obj_shade | obj_id:int obj_id:int r:float g:float b:float |
turns display of an object on or off | OK | |
| obj_show | obj_id:int obj_id:int |
shows an object | OK | |
| objective_complete | (null) | plays the objective | OK | |
| objective_set | page:int make_silent:string ("silent") |
Sets the current objective page | OK | |
| p3_callevent | ||||
| p3_count | ||||
| p3_daodan_disable | ||||
| p3_dumpparticles | ||||
| p3_killall | ||||
| p3_killnearest | ||||
| p3_printtags | ||||
| p3_removedangerous | (null) | removes all "dangerous projectile" particles by making their lifetime expire | OK | |
| p3_spawn | ||||
| p3_startall | ||||
| p3_stopall | ||||
| p3_writeusedparticles | ||||
| particle | ||||
| particle_temp_kill | ||||
| particle_temp_start | ||||
| particle_temp_stop | ||||
| perf_prefix | ||||
| ph_status | ||||
| playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | OK | |
| playback_block | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film and blocks until complete | OK | |
| playback_debug | ||||
| powerup_reset | (null) | resets all placed powerups to their starting points | OK | |
| powerup_spawn | poweruptype:string flag:int |
creates a new powerup | OK | |
| print_state | ||||
| print_type | ||||
| reset_mechanics | (null) | resets all level mechanics (triggers, turrets, consoles, etc...) to initial state | OK | |
| restore_game | (null) | restores the game | OK | |
| save_game | save_point:int type:string("autosave") |
saves the game | OK | |
| sc_focus | ||||
| script_reload | ||||
| slowmo | duration:int | starts the slowmotion timer | OK | |
| sound_ambient_start | name:string volume:float |
function to start an ambient sound | OK | |
| sound_ambient_stop | name:string | function to stop an ambient sound | OK | |
| sound_ambient_volume | name:string volume:float time:float |
function to set the volume of a playing ambient sound | OK | |
| sound_dialog_play | name:string | function to start character dialog playing | OK | |
| sound_dialog_play_block | name:string | function to start character dialog playing after the current dialog finishes | OK | |
| sound_dialog_play_interrupt | name:string | function to interrupt the current character dialog and play a new one | OK | |
| sound_impulse_play | name:string volume:float |
function plays an impulse sound | OK | |
| sound_list_broken_links | ||||
| sound_music_start | name:string volume:float |
function to start music playing | OK | |
| sound_music_stop | name:string | function to stop playing music | OK | |
| sound_music_volume | name:string volume:float time:float |
function to set the volume of playing music | OK | |
| sound_objects_reset | (null) | reloads the sounds objects | OK | |
| splash_screen | texture:string | displays a splash screen | OK | |
| target_set | flag_id:int min_distance:float |
Sets the target to the specified flag | OK | |
| text_console | ||||
| timer_start | duration:float script:string |
starts the countdown timer | OK | |
| timer_stop | (null) | stops the countdown timer | OK | |
| tr_stop_lookup | ||||
| tr_write_animation | ||||
| tr_write_collection | ||||
| tr_write_lookup | ||||
| trig_activate | trigger_id:int | activates a trigger | OK | |
| trig_deactivate | trigger_id:int | deactivates a trigger | OK | |
| trig_hide | trigger_id:int | hides a trigger | OK | |
| trig_reset | trigger_id:int | resets a trigger to non | OK | |
| trig_show | trigger_id:int | shows a trigger | OK | |
| trig_speed | trigger_id:int volume:float |
sets a triggers speed | OK | |
| trigvolume_corpse | trig_id:int | kills all the corpses inside a trigger volume | OK | |
| trigvolume_count | trig_id:int | counts the number of people in a trigger volume | OK | |
| trigvolume_enable | name:string enable:int(0 1) type:string("all" "entry" "inside" "exit") |
enable or disable a trigger volume | OK | |
| trigvolume_kill | trig_id:int | kills all the characters inside a trigger volume | OK | |
| trigvolume_reset | name:string | reset a trigger volume to its level | OK | |
| trigvolume_setscript | name:string script:string type:string("entry" "inside" "exit") |
set the script to call from a trigger volume | OK | |
| trigvolume_trigger | name:string type:string("entry" "inside" "exit") ai_name:string script_id:int |
fire off a trigger volume | OK | |
| turret_activate | turret_id:int | activates a turret | OK | |
| turret_deactivate | turret_id:int | deactivates a turret | OK | |
| turret_reset | turret_id:int | resets a turret to initial state | OK | |
| ui_fill_element | element_name:string fill:int |
sets part of the HUD to completely filled | OK | |
| ui_flash_element | element_name:string fill:int |
sets part of the HUD to flash or not flash | OK | |
| ui_show_element | element_name:string show:int |
shows or hides part of the HUD | OK | |
| ui_show_help | enable:int | debugging: enables the HUD help overlays | OK | |
| unbind | input_name:string | removes a binding from a input function | OK | |
| unbindall | (null) | removes all bindings | OK | |
| weapon_reset | (null) | resets all unheld weapons to their starting state | OK | |
| weapon_spawn | weapontype:string flag:int |
creates a new weapon | OK | |
| where | ||||
| who | ||||
| win | (null) | win this level | OK |